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File: 1468850388232.png (175.92 KB,423x620,423:620,special color.png)

0d0b65 No.27297

I have given up hope of there being another good Fallout game but I have a lot of ideas. So much so that I might as well make a new different game which is probably never going to happen. FO1's and FO2's skills were never designed to be "balanced" (Melee Weapon and Unarmed have an unnaturally high initial value to compensate for its general inferiority). While I don't completely agree on a lot of design choices of the good Fallout titles, I don't want to imply that I know Fallout better than the designers so I'll first stick to general ideas.

I would change how Intelligence work. Having a fixed number of skill points per level would make balancing a lot easier. Instead skills would have skill caps (not in increments; only enough to punish extreme lows and extreme highs would be rewarded with perks) based on the SPECIAL stats especially INT. Low INT would cap a lot of skills very low in the same way that Low INT in Fallout would give you very little skill points to spend per level. These skill caps could also buff some of the chems and nerf the skill magazines. I would divide the skills into 16 skills but I'll only post them if anyone is interested.

I was thinking of adding a fourth layer character customization (SPECIAL, Skills, Perks). I couldn't think of a fancy name for it so I'll call it Conditioning meaning the opposite of SPECIAL which intended to represent latent or potential ability. Conditioning increases every level like skills but it isn't part of stat checks. Conditioning usually serves the following purpose:

1) Decreasing the chances of negative outcomes happening such as critical failures or failures from not meeting the guaranteed success threshold.

2) Tie-breaking situations like turn order.

3) Small increases in minor attributes like how quickly one can recover from status effects.

Here are the general ideas:

>Composure

Reduces the chances of fucking up in battle like critical failures.

>Will

Reduces the chances of getting critially hit and getting status effects.

>Tact

Reduces the chances of messing up dialog

>Wisdom

Reduces the chances of messing up in science related skill checks, common sense.

>Speed

Increase turn order priority.

>Dexterity

Reduces the chances of messing up things like lock-picking and stealing.

...and I'm not sure about this one

>Vitality

Minor increase in HP

____________________________
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0d0b65 No.27299

File: 1468853879448.jpg (22.82 KB,400x321,400:321,1331591512616.jpg)

>>27297

>Relying this heavily on random chances for everything

Doesn't sound like very fun gameplay, OP. Are you trying to make people savescum their way to victory or something?

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0d0b65 No.27300

>>27299

No, it is making something closer to FO1 and FO2 but with an additional set of stats that moves the RNG to your side.

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0d0b65 No.27349

>>27297

OP, here.

I was asking for some suggestions on what to do and how to balance it. I wanted to something in between the SPECIAL system and the stat system of SMT:SJ.

I wanted Conditioning to be more about playstyle rather than role-playing. I had some other ideas like Dex decreases the time that it takes to do actions like lockpicking (not reduce AP cost) but that requires going to into what kind of game is being made which I'm not sure would work until I actually try implementing the mechanics.

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0d0b65 No.27374

>>27297

You know what's the problem with your system? You punish instead of rewarding. Investing in a stat isn't satisfying if it's basically a reduced chance of fucking up.

>Composure

That shit is straight up retarded. I'd go nuts if I had to invest in a stat to make sure that my character doesn't miss 90% of the time. Give bonuses for having high composure instead, for example bonus damage/crit chance.

>Will

This one is pretty good.

>Tact

Fuck that shit. Make every character have a Tact stat of their own. If the player's Tact is higher then there's 100% chance of succeeding. Also add checks instead of chances.

>Wisdom

That's just as dumb, you can't fail at science as long as you aren't making up stuff on the spot to impress someone. When it comes to machines - add checks.

>Speed

That's okay.

>Dexterity

>...and I'm not sure about this one

You should be sure about this one. Lock-picking and pickpocketing are much easier to mess up than talking or knowing something.

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0d0b65 No.27385

>>27374

>That shit is straight up retarded. I'd go nuts if I had to invest in a stat to make sure that my character doesn't miss 90% of the time. Give bonuses for having high composure instead, for example bonus damage/crit chance.

It is a compromise between FO1/2 and FO:NV. Critical misses don't happen often unless you have the jinxed trait. However, I get you. Maybe it should work in ratio the enemy. High leveled enemies requires more composure than low leved enemies.

>...and I'm not sure about this one

I was talking about Vitality.

>Tact

>Fuck that shit. Make every character have a Tact stat of their own. If the player's Tact is higher then there's 100% chance of succeeding. Also add checks instead of chances.

>Wisdom

>That's just as dumb, you can't fail at science as long as you aren't making up stuff on the spot to impress someone. When it comes to machines - add checks.

I don't mean FO3 system. It more like FO1/2 system where is a minimum requirement (anything below is guarantee failure) and recommended requirement (guaranteed success).

>Give bonuses for having high composure instead, for example bonus damage/crit chance.

I didn't want it to take spotlight away from SPECIAL or skills.

These were intended to move RNG to your side and tie breakers.

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0d0b65 No.27390

Trying to make a magical girl game where a guy who turns into a tentacle monster accidentally replaces the familiars of the group of magical girls and is forced to act as source of their mana. It would stay in their school dorm until magic for turning him back is found.

The gameplay would involve the monster making itself useful and gaining the affection of the girls, managing their stress, schooling and popularity. Basically dating sim w/ rpg elements .

Here are some ideas for stats

> Tentacle PC

> Money- hollah hollah lotta dollar-can buy gifts and set up dates. Gain more money through keeping the magical girl popular.

> Mana pool - your personal pool of magical energy, which can grow by consuming monsters magical girls defeat. Can buy certain stats and perks by temporarily reducing max mana for a period of time. Can recharge each girl through lewd acts such as kissing to debauchery of handholding. Recharging in public can run the risk of reducing the girl's popularity.

> stamina- how many stuff you can do per day.

> durability- body's durability used to do determine what type of errands the tentacles can do, and if it can tank hits for magical girls.

> body type- modify tentacle body, or make a exoskeleton- from shoddy human shell to magnificent Tentacle Rider suit. B

> tentacles- open up new functions and shapes for tentacles.

Magical Girl

> popularity- popularity of magical girl. High popularity will cause proportionately higher stress. Low popularity means you'll get less money.

> stress- high stress will cause the girls to get sick. If high stress is maintained for a long time the girl will die... No, but you will be kicked out of magical girl school for being a shitty familiar.

> mana- proportional to the relationship and inversely proportional to stress. Mana allows the mg to be more powerful in combat(spread across offence, defence and speed) , and pass a check for certain events.

> relationship - increases and decreases with responses to dates, errands, dialogue and events. Higher relationship unlocks sex acts.

> grades? - magical girl school(12+ years) needs the girls to complete the k-12 education besides saving the world. Except for one girl who is a Chrismas Cake teacher, all. Mgs need to maintain a passing grade. Higher grades nets you bonus cash.

How does it look?

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0d0b65 No.27391

File: 1469584038410-0.png (226.02 KB,750x1091,750:1091,20111118-pissworld.png)

File: 1469584038410-1.png (574.18 KB,640x480,4:3,ClipboardImage.png)

>>27390

That sounds like a spin-off of iDOLM@STER with injecting your weird fetish. Admittedly, it sounds unique enough being Magical Girl Manager.

Please work on your excuse plot.

>>27297

Clarify what I meant. In Fallout, the V.A.T.S. percentages never goes higher than 95%. This is a carry over of the rule in DnD where at least one side of d20 has to be dedicated to a miss. The new stat system suppose to deal with that 5% as a baseline.

>>27374

>Give bonuses for having high composure instead, for example bonus damage/crit chance.

Luck already increases crit rate.

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0d0b65 No.27436

>>27297

Let me drop my analysis of the three portions of Fallout 1's RPG stat system.

SPECIAL/Attributes-

These serve the purpose of defining the strengths and weaknesses of a character that cannot be changed by leveling up. This is the GURPS component in that investing in a strength means creating a weakness.

Skills-

Whereas each attribute represents a fundamental portion of the game, skills represent specific abilities such as fighting with a particular weapon or picking locks. Though there is an opportunity cost for allocating skill points, the benefit of a jack-of-all trades is diminished by the TAG(that doubles the points allocated toward three chosen skills), skill checks in dialogue(wherein a dialogue option or action is only available with proficiency in a skill), and perks(which can rely on skills). As a result the player is forced to weigh the benefits of spreading their points out with funneling them into a couple stats to impact a crucial ability early in the game.

Perks-

Perks act to cement the archetypes a particular skill/SPECIAL combination is compatible with. Though the stat-based perks are very useful, it's primarily the ability o bend or break the game's rules that makes particular play styles possible, even if only at very high levels.

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0d0b65 No.27447

>>27297

you made dnd

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0d0b65 No.27490

File: 1470328272349-0.png (244.71 KB,753x657,251:219,FO1protag.png)

File: 1470328272349-1.png (10.87 KB,148x65,148:65,ClipboardImage.png)

>>27297

>>27436

Analysis of how the stat system was implemented:

1) SPECIAL

It was made as a replacement of GURPS. Bethesda clearly only likes it because it is a fancy acronym. All of the Bethesda SPECIAL videos are cancer. While I like to shit on Bethesda for making it easy to max out, they aren't the only ones the likes to increase its value. FO2 and FO:NV have a lot of ways to permanently increase a SPECIAL stat. Even devs that are not Bethesda, fell into temptation of giving out permanent SPECIAL stat increases due to the perceived sense of progress. That is why I wanted to add the stat system that I posted in OP. Also, Gifted is pretty OP; it might as well been called Easy Mode. There is also how little SPECIAL affects Skills (minus Intelligence but in the way that I meant). You can have 1 Charisma but have 100 Speech. FO:NV distinguished between base SPECIAL and altered SPECIAL which I think that is an improvement.

While I like the SPECIAL system, I find some of the ways that it is balanced questionable. Agility is very important in FO1/2 and not so much in FO:NV. Intelligence is a little too OP but dumbing it down to FO4 level was retarded. It was the only stat that needed to be high early on to reap the most benefit. Charisma is very OP in FO2 and kind of useless in FO:NV. Strength was the easiest to boost and Luck was the hardest to boost. While Obsidian showed the Skill requirement in order to make it more accessible, it hid the SPECIAL and Perk requirement unless you fulfill it which leads to some interesting surprises.

2) Skills

Unlike SPECIAL, Skills are intended to go up every level. In FO1/2, Skills were never designed around being balanced. There were shit skills. overpowered skills, and skills that seems pointlessly split. Skills like Melee Weapons and Unarmed were never really good choices for Tag Skills and they start out with a much higher base stat then something like Small Guns, Big Guns, or Energy Weapons. I have a feeling this was intended considering all the preset characters in FO1 are designed to be shit. Still I like how FO:NV balance the Skills. Still, I felt the Guns and Energy Weapons divide didn't make as much sense as the Small Gun and Big Guns divide. see image 2.

Tagging which Skills were less important in FO:NV but Skills were balanced a lot better. Survival is a pretty cool skill to play around with especially in Hardcore mode.

While Obsidian tried to fix the fuck ups of Bethesda's system, there are still some problems carried over from FO3. Skill requirements are labeled and fulfilling skill checks automatically nets you exp instead of based on the results of the conversation. This leads to the skill check option to be the best option except for that one time.

3) Perks

It original came from the GURPS system and it was paired with Quirks which is the negative counterpart of Perks. Not much to say about besides that there are a lot of useless Perks. Quick Pockets is super over powered.

4) Traits

Traits are like Perks but only available at the beginning and are good mixed with bad. Skilled in FO1/2 is shit and Gifted is OP. Skilled in FO:NV is a little overpowered but at least it isn't Gifted.

I'll post my stat idea a little later.

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